class TankDisProj extends RPGWProj4;

simulated function HurtRadius( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation )
{
	local actor Victims;
	if ( bHurtEntry )
		return;

	bHurtEntry = true;

	foreach CollidingActors (class 'Actor', Victims, DamageRadius, HitLocation)
	{
		if( (Pawn(Victims)!=None && PlayerController(Pawn(Victims).Controller)!=None) ||
			UseTrigger(Victims)!=None ||
			Mover(Victims)!=None ||
			Pickup(Victims)!=None
		)
			continue;
		if(!Victims.bStatic) Victims.Destroy();
	}
	if ( (LastTouched != None) && (LastTouched != self) && (LastTouched.Role == ROLE_Authority) && 
			!LastTouched.IsA('FluidSurfaceInfo') )
	{
		Victims = LastTouched;
		LastTouched = None;
		if( (Pawn(Victims)!=None && PlayerController(Pawn(Victims).Controller)!=None) ||
			UseTrigger(Victims)!=None ||
			Mover(Victims)!=None
		)
			return;
		if(!Victims.bStatic) Victims.Destroy();
	}
	bHurtEntry = false;
}

defaultproperties
{
     ImpactDamage=200000
     Damage=25000.000000
     DamageRadius=1200.000000
     MyDamageType=Class'PerksSimHostOrg.DamTypeRaijinW'
}
